pperburlapsack.c 1.3 KB

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  1. class PPERequester_BurlapSackEffects extends PPERequester_GameplayBase
  2. {
  3. override protected void OnStart(Param par = null)
  4. {
  5. super.OnStart();
  6. SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,-100.0,PPEExposureNative.L_0_BURLAP,PPOperators.SET);
  7. SetTargetValueFloat(PPEExceptions.EYEACCOM,PPEEyeAccomodationNative.PARAM_INTENSITY,false,0.0,PPEEyeAccomodationNative.L_0_BURLAP,PPOperators.SET);
  8. SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,2.0,PPEGlow.L_25_BURLAP,PPOperators.SET);
  9. SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.0,0.0,0.0},PPEGlow.L_26_BURLAP,PPOperators.LOWEST);
  10. if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  11. {
  12. GetGame().GetMission().GetEffectWidgets().AddSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
  13. }
  14. }
  15. override protected void OnStop(Param par = null)
  16. {
  17. super.OnStop();
  18. if (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets())
  19. {
  20. GetGame().GetMission().GetEffectWidgets().RemoveSuspendRequest(EffectWidgetSuspends.BURLAPSACK);//these should probably be elsewhere, PPEs are mission independent
  21. }
  22. }
  23. }